Starting to refactor into mesh shading
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@@ -1,37 +0,0 @@
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struct MaterialVertexParameter
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{
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float3 worldPosition;
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float3 viewPosition;
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float3x3 worldToTangent;
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#if NUM_MATERIAL_TEXCOORDS
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float2 texCoords[NUM_MATERIAL_TEXCOORDS];
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#endif
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#ifdef USE_INSTANCING
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float4x4 instanceLocalToWorld;
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float3 instanceLocalPosition;
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float4 perInstanceParams;
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uint instanceId;
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#endif
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//float3 preSkinnedPosition;
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//float3 perSkinnedNormal;
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float4 vertexColor;
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};
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struct MaterialFragmentParameter
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{
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float3 position_TS;
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float3 viewDir_TS;
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float4 vertexColor;
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float3x3 worldToTangent;
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#ifdef USE_INSTANCING
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float3 perInstanceParams;
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#endif
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#if NUM_MATERIAL_TEXCOORDS
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float2 texCoords[NUM_MATERIAL_TEXCOORDS];
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#endif
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float3 transformWorldToTangent(float3 vec)
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{
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return mul(worldToTangent, vec);
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}
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};
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